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◆ EVERY QUEUE LEAGUE OFFERS

EIGHT QUEUES. ONE CLIENT.

Ranked has two flavors. Casual has three. ARAM lives on its own bridge. Arena rotates in and out. Clash runs on weekends. Filter your games by any of them. Your stats per queue tell a different story than your stats overall.

◆ QUEUE GUIDE

How the queues differ

Every League of Legends game starts with a queue choice, and that choice decides the map, how champions are picked, whether anything is on the line, and who you get matched with. Those differences show up in your stats. This guide walks through each queue, what makes it distinct, and how to read the games you play in it.

Ranked Solo/Duo and Ranked Flex

Ranked Solo/Duo is the queue behind the rank most players mean when they say their rank. You can enter alone or with one partner, and every win or loss moves League Points (LP) on a ladder that runs Iron, Bronze, Silver, Gold, Platinum, Emerald, Diamond, then Master, Grandmaster, and Challenger. Each tier below Master is split into four divisions, IV up to I. Riot's public leaderboards track this queue.

Ranked Flex allows parties of one, two, three, or five (a party of four can't queue) and keeps a separate rank. Both ranked queues use draft pick: each team bans five champions, then players pick in a fixed order, so the enemy lineup is visible before the game loads. For stat purposes, ranked games are the most comparable games you play. Same map, same draft rules, and opponents matched to a similar rank. The Ranked Solo/Duo queue page and the Ranked Flex queue page go deeper on each.

Normal Draft and Quickplay

Normal Draft uses the same pick-and-ban format as ranked, without LP. It is the closest thing to a ranked game with nothing at stake, and it is where a lot of players try a champion before taking it into ranked. Its stats line up well with ranked numbers, as long as you remember that the matchmaking is looser and some players treat it as practice.

Quickplay replaced Blind Pick as the fast casual queue on Summoner's Rift. You choose champions for two preferred positions before you enter the queue, so there is no champion select phase and no bans. Queue times are short and games tend to be looser. Because nobody is drafting against you, matchups can be lopsided in either direction, which makes win rate in Quickplay noisier than in draft queues.

ARAM

ARAM (All Random, All Mid) is the only queue on Howling Abyss. Champions are assigned randomly, teams can trade and reroll within limits, and the whole match is fought in one lane. Its stats are the least comparable to anything else in the client: kills, deaths, assists, and damage all run high, while vision barely registers. The Maps page explains what the Howling Abyss layout does to each stat, and the ARAM queue page covers the mode itself.

Arena

Arena is a rotating mode, so it may or may not be in the client when you read this. Teams of two fight other duos across short rounds, choosing augments and buying items between them. Results are recorded as a placement rather than a plain win or loss. With no lanes, minions, or wards, Arena games say little about CS, gold efficiency, or vision, and they read best on their own.

Clash

Clash is League's in-client tournament system. Teams of five register ahead of time, get placed into brackets by skill, and play draft-pick games on Summoner's Rift over a weekend. Each player needs a ticket to enter, and Clash adds a scouting step before every match that shows the champions each opponent plays most. Clash games are drafted like ranked but played with a fixed premade team, so they sit somewhere between Ranked Flex and a scrim.

Co-op vs. AI

Co-op vs. AI puts players against bot opponents at a selectable difficulty. New players use it to learn the map; experienced players use it to test a build or warm up. Bot behavior is scripted, so kills come easily and deaths are rare. These games are best filtered out of any view meant to describe how you play against people.

Why the queue matters to your numbers

Each queue changes the conditions a game is played under: draft or no draft, stakes or none, a premade team or strangers, humans or bots. A stat line only means something next to games played under the same conditions. Averaging across every queue blurs those differences. An ARAM-heavy week can make your KDA look better than your ranked games earned, and a run of bot games can do the same for win rate.

League Index lets you filter your match history by queue before it ranks your champions. Three splits cover most questions:

  • Ranked Solo/Duo alone shows the champions that hold up when LP is on the line.
  • All Summoner's Rift draft queues together (Solo/Duo, Flex, Normal Draft, and Clash) gives a larger sample under the same pick-and-ban rules.
  • ARAM alone gives a separate read on the champions you play when the pick is random.

Smaller samples swing harder. A champion with five games in one queue can look like your best or worst pick off one good or bad night, so a short record is a hint, not a verdict.

Queue terms worth knowing

  • LP (League Points): gained for ranked wins and lost for ranked losses. Enough LP promotes you to the next division.
  • Draft pick: a champion select phase with bans and a fixed pick order, used in ranked, Normal Draft, and Clash.
  • Premade: players who entered the queue together as a party.
  • Dodge: leaving champion select before the game starts. In ranked, a dodge costs LP and a short queue lockout.
  • Remake: a vote to end the game in its first minutes when a player never connects or leaves early. The players who stayed don't take the loss.